Mana

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Comprehensive Rules
Game Concepts
100. General
101. The Magic Golden Rules
102. Players
103. Starting the Game
104. Ending the Game
105. Colors
106. Mana
107. Numbers and Symbols
108. Cards
109. Objects
110. Permanents
111. Spells
112. Abilities
113. Emblems
114. Targets
115. Special Actions
116. Timing and Priority
117. Costs
118. Life
119. Damage
120. Drawing a Card
121. Counters
Parts of a Card
Card Types
Zones
Turn Structure
Spells, Abilities, and Effects
Additional Rules
Multiplayer Rules
Casual Variants
Mana is the primary resource for casting spells. Mana is typically drawn from lands, but it can also be generated by various non-land spells.[1][2] The mana system, designed by Richard Garfield, is part of what makes Magic so successful.[3][4]

Origin of the concept[edit | edit source]

The term "mana" in association with magic is used by many different cultures, though its more recent usage in fiction and games is generally credited to science fiction author Larry Niven in his The Magic Goes Away series. The designers of Magic paid homage to Niven with the lich character of Nevinyrral and his Nevinyrral's Disk.

Within the worlds of Magic[edit | edit source]

Mana is the magical energy that fuels the spells of spellcasters.[5] It is deeply interconnected with the lifeforce on every plane in the Multiverse, and it can take that role by itself as well.[note 1] When there is little or no mana in an area, things die or become emaciated and weak.[note 2]

Leylines[edit | edit source]

In Magic, leylines are ancient mana paths that flow and crisscross each other across a given landscape. They are often found rather than cast.[6] For example, leylines formed the Implicit Maze on Ravnica and connected the hedrons of Zendikar.[7]

Colors of mana[edit | edit source]

Mana is primarily divided into five colors, but can also be "colorless". On cards, mana is represented by mana symbols, or letters that represent those mana symbols.[8]

The following six types of mana can be added to your mana pool:

Mana costs[edit | edit source]

Main article: Mana cost

Every mana which can be added to your mana pool can also be specifically required to pay the mana cost of a spell or ability. However apart from that there is a wide variety of mana costs used in the game.

Converted mana cost[edit | edit source]

The converted mana cost (commonly abbreviated CMC) of an object is an integer equal to or greater than zero. It is determined by converting each colored mana symbol in the spell's cost to 1 (unless it is one of the hybrid mana symbols {2/W}{2/U}{2/B}{2/R}{2/G}, each of which converts to 2), then adding the results to the colorless mana cost of the spell. (For example, spells with mana costs of {2}{G} and {1}{G}{G} both have a converted mana cost of 3.)

The only case in which a spell's converted mana cost can ever vary is for spells with {X} in the mana cost. When an object with X in the mana cost is on the stack, X equals whatever value was chosen for it when it was put on the stack. In any other location, X equals 0.

See also: X.

Purple mana[edit | edit source]

During design for Planar Chaos, the developers considered using a new sixth mana color to give the feeling of an alternate reality.[9] They decided on purple as the color, and gave it a place in the color wheel in between blue and black. A new ally and enemy system was invented, in which each color would be enemies with the color directly across from it, allied with the two colors right next to it, and neutral towards the remaining two colors. Purple's basic land would most likely be "City," though both "Cave" and "Portal" were also very likely.

The team eventually decided to give purple enchantment removal worse than white's, direct damage worse than red's, and take away blue's countermagic and black's force-sacrifice effects to give to purple.

However, when they realized that players might be disappointed if there was a new color that didn't really "do anything new", the team started losing interest in the idea and eventually decided to replace the concept with a new type of timeshifted card.

Mana abilities[edit | edit source]

A mana ability is either:

  1. an activated ability that could put mana into a player's mana pool when it resolves.
  2. a triggered ability that triggers from a mana ability and could produce additional mana.

A mana ability does not use the stack, and as such it cannot be countered or responded to by either player.

Examples of activated mana abilities
  • Llanowar Elves has the ability: "{T}: Add {G} to your mana pool.".
  • Swamp has the ability: "{T}: Add {B} to your mana pool.".

Examples of triggered mana abilities

  • Wild Growth has the ability: "Whenever enchanted land is tapped for mana, its controller adds {G} to his or her mana pool."
  • Overgrowth has the ability: "Whenever enchanted land is tapped for mana, its controller adds {G}{G} to his or her mana pool."

Spells that put mana into a player's mana pool, such as Dark Ritual or Seething Song, are not mana abilities, and use the stack as all other spells.

Comprehensive Rules[edit | edit source]

From the Comprehensive Rules (Shadows over Innistrad (April 8, 2016))

106. Mana

  • 106.1. Mana is the primary resource in the game. Players spend mana to pay costs, usually when casting spells and activating abilities.
  • 106.1a There are five colors of mana: white, blue, black, red, and green.
  • 106.1b There are six types of mana: white, blue, black, red, green, and colorless.
  • 106.2. Mana is represented by mana symbols (see rule 107.4). Mana symbols also represent mana costs (see rule 202).
  • 106.3. Mana is produced by the effects of mana abilities (see rule 605). It may also be produced by the effects of spells, as well as by the effects of abilities that aren’t mana abilities.
  • 106.4. When an effect produces mana, that mana goes into a player’s mana pool. From there, it can be used to pay costs immediately, or it can stay in the player’s mana pool. Each player’s mana pool empties at the end of each step and phase.
  • 106.4a If a player passes priority (see rule 116) while there is mana in his or her mana pool, that player announces what mana is there. If any mana remains in a player’s mana pool after he or she spends mana to pay a cost, that player announces what mana is still there.
  • 106.5. If an ability would produce one or more mana of an undefined type, it produces no mana instead.
Example: Meteor Crater has the ability “{T}: Choose a color of a permanent you control. Add one mana of that color to your mana pool.” If you control no colored permanents, activating Meteor Crater’s mana ability produces no mana.
  • 106.6. Some spells or abilities that produce mana restrict how that mana can be spent, have an additional effect that affects the spell or ability that mana is spent on, or create a delayed triggered ability (see rule 603.7a) that triggers when that mana is spent. This doesn’t affect the mana’s type.
Example: A player’s mana pool contains {R}{G} which can be spent only to cast creature spells. That player activates Doubling Cube’s ability, which reads “{3}, {T}: Double the amount of each type of mana in your mana pool.” The player’s mana pool now has {R}{R}{G}{G} in it, {R}{G} of which can be spent on anything.
  • 106.6a Some replacement effects increase the amount of mana produced by a spell or ability. In these cases, any restrictions or additional effects created by the spell or ability will apply to all mana produced. If the spell or ability creates a delayed triggered ability that triggers when the mana is spent, a separate delayed triggered ability is created for each mana produced.
  • 106.7. Some abilities produce mana based on the type of mana another permanent or permanents “could produce.” The type of mana a permanent could produce at any time includes any type of mana that an ability of that permanent would produce if the ability were to resolve at that time, taking into account any applicable replacement effects in any possible order. Ignore whether any costs of the ability could or could not be paid. If that permanent wouldn’t produce any mana under these conditions, or no type of mana can be defined this way, there’s no type of mana it could produce.
Example: Exotic Orchard has the ability “{T}: Add to your mana pool one mana of any color that a land an opponent controls could produce.” If your opponent controls no lands, activating Exotic Orchard’s mana ability will produce no mana. The same is true if you and your opponent each control no lands other than Exotic Orchards. However, if you control a Forest and an Exotic Orchard, and your opponent controls an Exotic Orchard, then each Exotic Orchard could produce {G}.
  • 106.8. If an effect would add mana represented by a hybrid mana symbol to a player’s mana pool, that player chooses one half of that symbol. If a colored half is chosen, one mana of that color is added to that player’s mana pool. If a colorless half is chosen, an amount of colorless mana represented by that half’s number is added to that player’s mana pool.
  • 106.9. If an effect would add mana represented by a Phyrexian mana symbol to a player’s mana pool, one mana of the color of that symbol is added to that player’s mana pool.
  • 106.10. If an effect would add mana represented by a generic mana symbol to a player’s mana pool, that much colorless mana is added to that player’s mana pool.
  • 106.11. To “tap a permanent for mana” is to activate a mana ability of that permanent that includes the {T} symbol in its activation cost. See rule 605, “Mana Abilities.”
  • 106.11a An ability that triggers whenever a permanent “is tapped for mana” or “is tapped for mana [of a specified type]” triggers whenever such a mana ability resolves and produces mana or the specified type of mana.
  • 106.12. One card (Drain Power) puts all mana from one player’s mana pool into another player’s mana pool. (Note that these may be the same player.) This empties the former player’s mana pool and causes the mana emptied this way to be put into the latter player’s mana pool. Which permanents, spells, and/or abilities produced that mana are unchanged, as are any restrictions or additional effects associated with any of that mana.

Obsolete Mana burn rule[edit | edit source]

See also: Mana burn.

When a phase ends, any unused mana left in a player's mana pool is lost. Prior to a rules change in 2010, such a player would lose 1 life for each mana lost this way. This is called mana burn, and because it was loss of life, not damage, it could not be prevented or altered by effects that affect damage.

Mana Burn has been removed from the rules since Magic 2010.

See also[edit | edit source]

Notes[edit | edit source]

  1. On Shandalar mana was so dense that it gained consciousness, and could reflect itself in form of elementals. A similar phenomenon is to be found on Zendikar.
  2. These effects can be seen in the Dead Zone and Time Spiral-era Dominaria.

References[edit | edit source]

  1. Reid Duke. (July 6, 2015.) "The Basics of Mana", magicthegathering.com, Wizards of the Coast.
  2. Mike McArtor. (November 13, 2014.) "Oh the Huge Mana Tease", magicthegathering.com, Wizards of the Coast.
  3. Mark Rosewater. (June 05, 2006.) "As Good As It Gets", Daily MTG, magicthegathering.com, Wizards of the Coast. [dead link]
  4. Mark Rosewater. ( May 23, 2011.) "Mana Action", Daily MTG, magicthegathering.com, Wizards of the Coast. [dead link]
  5. Doug Beyer. (February 06, 2008.) "The Mana Bond", Daily MTG, magicthegathering.com, Wizards of the Coast. [dead link]
  6. Doug Beyer. (July 07, 2010.) "Target: Face", Daily MTG, magicthegathering.com, Wizards of the Coast. [dead link]
  7. Ari Levitch. (July 15, 2015.) "Limits", magicthegathering.com, Wizards of the Coast.
  8. Mark Rosewater. (October 04, 2004.) "Change For the Better", Daily MTG, magicthegathering.com, Wizards of the Coast. [dead link]
  9. Paul Sottosanti. (January 29, 2007.) "The Color Purple", Daily MTG, magicthegathering.com, Wizards of the Coast. [dead link]